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Adventurer’s Weekly – The Party (part 2 and a bid farewell)

TekkittirTekkittir (NG Female half-orc barbarian) is a towering warrior that eschews regular weapons in favor of an uprooted tree—she likes the sounds the leaves make right before she smashes something. She is, however, a bit odd in the head; Tekkittir insists on speaking in third person and doesn’t often realize when she’s being insulted, turned down, asked to leave, asked to wear pants, or many other societal conventions (living as she did with the Vikmordere, who were both sorry and relieved that she left)..

JustahnJustahn Forgemason (NG Male dwarf sorcerer) is a talented financier, smith, and craftsman. His natural dwarvish stubbornness comes out whenever a gold coin does, but his canny intellect and likeable nature have made him indispensable to the rest of the party. Not terrifically keen on being hit, Justahn tends to stick near Tekkittir to let her take the brunt of assaults (something that the barbarian, of course, is completely unaware of). Like most stout folk, he truly does like a good ale, and a fine beer, and maybe another flagon of ale…it’s not totally unheard of for him to get a little blitzed in the tavern, is what we’re telling you.

Nehpets and SkippyNehpets Yeldery (N Male elf druid) is an extremely outspoken antidisestablishmentarian, refusing to accept the trappings of a society. As a result he’s often asked to leave establishments (or, at the very least, take a bath, another of the “restrictive trappings of society!”) Shortly after meeting up with the party he acquired his animal companion (Skippy Stellopotamus), and though it’s quite a strange creature that he can’t seem to find the place of in the natural world, the little rodent has quickly grown on him.

Vic UndervittenVic Undervitten (NG Male halfling rogue) is an aloof thief with a heart of gold, though he’s always up to something with some people, somewhere. Despite his tendency to disappear, he’s proven to be a perceptive boon to the party and is often the voice of reason when an obstacle arises. Like many other thieves, Vic likes a bit of precious metal, although unlike his peers he can become a bit obsessive about it—whether it’s jewelry, buckles, clasps, or even silverware, he “knows a guy.”

To learn more about the rest of the cast, click here, and to catch up on the Adventurer’s Weekly webcomic go here (but make sure to browse Duty in Drak’kal and Strange Salve‘s articles to stay in the loop!)

 

Unfortunately the axe has come down from on high and this is the last you’ll be hearing from the Adventurer’s Weekly party. 🙁
There may be another comic in the future, and who knows, perhaps this isn’t the last time we see Mykail Mylar and his crew, but for now Adventurer’s Weekly is no more.

We want to thank everyone who followed along on our adventure and encourage you to check out the rest of the awesome on the AaWBlog [along with my many other projects! -MM] or Nathanael Batchelor’s own imminent webcomic (coming soon! Stay tuned to his DeviantArt page for more details.)

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Adventurer’s Weekly #8 – Examinations of Enixam

Adventurer’s Weekly #8 – Examinations of Enixam

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Click for full-size image.

Adventurer's Weekly #8 - Panel OneAdventurer's Weekly #8 - Panel Two Adventurer's Weekly #8 - Panel Three Adventurer's Weekly #8 - Panel Four

Trying to catch up on Adventurer’s Weekly?
Click below to read the issues so far and learn more about the party, and make sure to read last month’s adventure (Duty in Drak’kal) for the whole story!

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ADVENTURER’S WEEKLY #7 – What kind of house?

Adventurer’s Weekly # 7 – What kind of house?

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Click for full-size image.

Adventure's Weekly #7 - What kind of house panel one

Adventure's Weekly #7 - What kind of house panel twoAdventure's Weekly #7 - What kind of house panel three

Trying to catch up on Adventurer’s Weekly?
Click below to read the issues so far and learn more about the party, and make sure to read the rest of Duty in Drak’kal for the whole story!

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ADVENTURER’S WEEKLY #6: Adventuring Tax

Adventurer’s Weekly #6 – Adventuring Tax

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Click for full-size.

Adventure's Weekly #6 - Adventuring Tax - panel aAdventure's Weekly #6 - Adventuring Tax - panel b Adventure's Weekly #6 - Adventuring Tax - panel c

Trying to catch up on Adventurer’s Weekly?
Click below to read the issues so far and learn more about the party, and make sure to read the rest of Duty in Drak’kal for the whole story!

 

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ADVENTURER’S WEEKLY #5: Rocky Arrival

We are posting early because the Into the Wintery Gale Kickstarter ENDS TODAY!

Pledge now before this project’s funding period ends! For $15 you get a digital PDF of the epic viking adventure (with optional sidequests, taking PCs from levels 8 though 13!), the bestiary, the magic item compendium, 5 mini-dungeons, the encounter deck, the player’s guide, and whatever other stretch goals are unlocked before 2:40 PM  EST!

 

Vikings-Pathfinder-game-package

Don’t get left behind and PLEDGE NOW!

 

Adventurer’s Weekly #5 – Rocky Arrival

Adventurer's Weekly #5 final
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Adventurer's Weekly #5 - Panel 1Adventurer's Weekly #5 - Panel 2Adventurer's Weekly #5 - Panel 3

 

Trying to catch up on Adventurer’s Weekly?
Click below to read the issues so far and learn more about the party, and make sure to read the rest of Duty in Drak’kal for the whole story!

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Magic Item Monday (Duty in Drak’kal): Merchant’s Moniker

Merchant's Moniker - Tax badge - Nathanael BatchelorMerchant’s Moniker
Aura faint divination; CL 4th
Slot none; Price 4,500 gp; Weight 0.1 lb.

DESCRIPTION
This simple copper trinket shines with an odd glow, and you wonder just where it is Dockmaster Casta got these badges of office.

The wearer of a merchant’s moniker gains a +5 competence bonus to Sense Motive checks when discerning the honesty of an item’s appraisal (or specifically in Duty in Drak’kal, the amount of one’s taxable income). Using the badge is a free action that costs 1 charge, and a newly created merchant’s moniker has 50 charges.
Though a merchant’s moniker provides no assessment of an item’s actual value, the badge’s magic can detect any intentional falsehood when an item is offered to the wearer at a price greater than its actual value. This detection requires a successful Sense Motive check against the target making the appraisal. When an intentional infraction is detected, a merchant’s moniker becomes magically heated for 1 round; on a failed Sense Motive check, it does not respond at all and cannot be used again for one hour.
In the case of a minor infraction (10% or less of the items true value), the badge’s warmth increases to become barely noticeable, but the more grievous the disparity between the true value of an item and its inflated value, the hotter the metal of a merchant’s moniker becomes. A merchant’s moniker feels as if it is scalding (though causes no actual damage) when an infraction is 90% or more of the item’s true value.
A merchant’s moniker cannot alert its wearer to inaccuracies to the claimed value due to a genuine misappraisal (where the seller does not know the item’s true value either), but rather scans the surface thoughts of a creature to determine the veracity of an appraisal. If a seller believes they are telling the truth about the value of an item and the Sense Motive check succeeds, a merchant’s moniker becomes cold to the touch for 1 round.

CONSTRUCTION
Requirements
Craft Wondrous Item, detect thoughts, 500 gp in gold coin bullion; Cost 2,500 gp

 

into the wintery gale promo image

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ADVENTURER’S WEEKLY #4: This is it then?

Adventurer’s Weekly #4: This is it then?

Adventurer's Weekly #4 - So This Is It Then - DONE
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Trying to catch up on Adventurer’s Weekly?
Click below to read the issues so far and learn more about the party!

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 There’s also a fantastic Kickstarter going on right now! It is smashing through stretch goals but there’s only a week left before the funding period ends!
GET YOUR VIKING RAID ON!

Into the Wintery Gale - game set

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Trap Tuesday: Flagon Trap

FLAGON TRAP     CR 1

flagon trap (nathanael batchelor)Type mechanical; Perception DC 19; Disable Device DC 16
Trigger touch; Reset repair
Effect target is coated with itchy glitter on a failed DC 18 Reflex save (-2 penalty to attack, save, skill, and ability checks; spellcasting requires a concentration check DC 10 + double spell level)

Drink pilfering is a real problem at times. One industrious bartender devised a simple solution to solve it. When a favored patron leaves a drink unattended, one quickly ties a (smaller) flagon trap to it—filled with glitter and itching powder. When the target grabs the drink and goes to swig, the flagon trap spills out, covering them for all to see. Not only does the flagon trap coat targets in sparkly powder, making it obvious what they were doing, but the powder itches something fierce.

Many the drunk patron has been seen walking the streets, desperately trying to scratch off glitter and sneezing violently. Those in the know jeer and laugh at them, knowing exactly why they are in such distress.

into the wintery gale promo image

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ADVENTURER’S WEEKLY #3: Perform Check

Adventurer’s Weekly #3: Perform Check

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Click for full size.

Adventurer's Weekly #3 - panel oneAdventurer's Weekly #3 - panel two Adventurer's Weekly #3 - panel three Adventurer's Weekly #3 - panel four

Characters by Mike Myler
Illustrations by Nathanael Batchelor

Have you backed the Into the Wintery Gale Kickstarter yet? It launched and funded yesterday, and right now it’s over 150% past the initial goal! Help us unlock more stretch goals and see just how far Justin Andrew Mason’s epic viking adventures can go!

Updating Edit: All of the initial stretch goals have been blown apart! Thanks to everyone who’s backed the project!

into the wintery gale promo image